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Global Gamification Market Research Report:
The latest report by IMARC, titled “ Gamification Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2023-20 28
” " the global gamification market reached a size of US$ 15.3 Billion in 2022.
Gamification refers to a strategy of applying gaming principles to a non-gaming environment to increase user engagement and loyalty. It provides the audience with proactive directives and feedback through game mechanics, such as points, badges, and leaderboards for accomplishing objectives and goals. Gamification is widely used in transmedia, brandification, physical health, group workouts, elearning platforms, websites, and online portfolios.
It assists in workplace training, improving sales staff performance, enhancing the ability to complete mundane tasks, increasing organizational productivity, and customer retention. Gamification also helps with cognitive development, improves accessibility, enhances service levels, and boosts satisfaction.
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Global Gamification Market Trends:
The significant growth in the retail industry across the globe is creating a positive outlook for the market. Gamification is widely used as an engagement strategy in retail marketing to entertain users, improve brand awareness, enhance the experience, augment online shopping, and aid in customer retention. In addition, the rising popularity of gamification due to the rapid proliferation of smartphones, laptops, tablets, and other internet-enabled devices that allow users to share their experiences with friends, acquaintances, and coworkers on social networking platforms is acting as another growth-inducing factor. Furthermore, the rising demand for gamification in e-learning to create a fun and interactive environment, increase learner engagement, improve knowledge absorption, spark friendly competitions, offer an opportunity to see real-world applications, and facilitate mistake-driven learning is providing a thrust to the market growth. Apart from this, the widespread utilization of gamification in large enterprises and small businesses to improve outcomes by increasing the success rate of onboarding programs, enhancing work speed, and boosting morale are positively influencing the market growth. Moreover, the rising adoption of artificial intelligence (AI) in developing augmented and virtual reality (AR/VR)-based gamification platforms, such as immersive training systems (ITS) and operator training simulators (OTS), that transform industrial training into learning by doing processes is propelling the market growth. Other factors, including the rising deployment of fifth-generation (5G) networks, widespread adoption of cloud-based business solutions, and significant growth in the healthcare industry, are anticipated to drive the market growth. On account of the aforementioned factors, the market value is expected to reach US$ 53.2 Billion by 2028, exhibiting a CAGR of 21.9% during 2023-2028.
Looking forward, the market value is projected to reach a strong growth during the forecast period (2023-2028).
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Market Summary:
Breakup by Component:
• Solution
• Service
Breakup by Deployment Mode:
• On-premises
• On-Cloud
Breakup by Enterprise Size:
• Small and Medium-sized Enterprises
• Large Enterprises
Breakup by Industry Vertical:
• BFSI
• Retail
• Education
• IT and Telecom
• Manufacturing
• Media and Entertainment
• Others
Breakup by Region:
• North America
• United States
• Canada
• Asia-Pacific
• China
• Japan
• India
• South Korea
• Australia
• Indonesia
• Others
• Europe
• Germany
• France
• United Kingdom
• Italy
• Spain
• Russia
• Others
• Latin America
• Brazil
• Mexico
• Others
• Middle East and Africa
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Competitive Landscape with Key Players:
• Ambition
• Aon PLC
• Axonify Inc.
• BI WORLDWIDE
• Cognizant
• Iactionable
• Microsoft Corporation
• MPS Limited
• NIIT Limited
• SAP SE
• Verint Systems Inc.
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